From cd38fbbab4694c9713922b3f0172688eaaae9ed9 Mon Sep 17 00:00:00 2001 From: Tom Overton Date: Wed, 13 Sep 2023 19:06:52 -0700 Subject: [PATCH] Change all uses of "rotational velocity" to "angular velocity" (#1375) * Change all uses of "rotational velocity" to "angular velocity" * Respond to review --- .../actors/ovl_Bg_Numa_Hana/z_bg_numa_hana.c | 72 +++++++++---------- .../actors/ovl_Bg_Numa_Hana/z_bg_numa_hana.h | 14 ++-- .../ovl_En_Grasshopper/z_en_grasshopper.c | 8 +-- .../ovl_En_Grasshopper/z_en_grasshopper.h | 2 +- src/overlays/actors/ovl_En_Pp/z_en_pp.c | 27 ++++--- src/overlays/actors/ovl_En_Pp/z_en_pp.h | 4 +- src/overlays/actors/ovl_En_Rd/z_en_rd.c | 16 ++--- src/overlays/actors/ovl_En_Rd/z_en_rd.h | 2 +- .../actors/ovl_En_Snowman/z_en_snowman.c | 6 +- .../actors/ovl_En_Tanron5/z_en_tanron5.c | 10 +-- .../actors/ovl_En_Tanron5/z_en_tanron5.h | 4 +- src/overlays/actors/ovl_En_Wiz/z_en_wiz.c | 50 ++++++------- src/overlays/actors/ovl_En_Wiz/z_en_wiz.h | 2 +- .../actors/ovl_Obj_Tokeidai/z_obj_tokeidai.c | 62 ++++++++-------- .../actors/ovl_Obj_Tokeidai/z_obj_tokeidai.h | 10 +-- 15 files changed, 144 insertions(+), 145 deletions(-) diff --git a/src/overlays/actors/ovl_Bg_Numa_Hana/z_bg_numa_hana.c b/src/overlays/actors/ovl_Bg_Numa_Hana/z_bg_numa_hana.c index 93c0214dfd..8e96cae501 100644 --- a/src/overlays/actors/ovl_Bg_Numa_Hana/z_bg_numa_hana.c +++ b/src/overlays/actors/ovl_Bg_Numa_Hana/z_bg_numa_hana.c @@ -100,9 +100,9 @@ void BgNumaHana_UpdatePetalPosRots(BgNumaHana* this) { s32 i; innerPetalYPos = this->dyna.actor.world.pos.y + -10.0f; - angle = this->petalZRotation - 0x2000; + angle = this->petalRotZ - 0x2000; outerPetalPosScale = (Math_CosS(angle) * 77.42784f) + 74.95192f; - outerPetalYPos = (Math_SinS(this->petalZRotation) * 77.42784f) + this->dyna.actor.world.pos.y + -64.74976f; + outerPetalYPos = (Math_SinS(this->petalRotZ) * 77.42784f) + this->dyna.actor.world.pos.y + -64.74976f; for (i = 0; i < ARRAY_COUNT(this->innerPetalPosRot); i++) { innerPetalPosRot = &this->innerPetalPosRot[i]; @@ -114,14 +114,14 @@ void BgNumaHana_UpdatePetalPosRots(BgNumaHana* this) { innerPetalPosRot->pos.z = (Math_CosS(angle) * 74.95192f) + this->dyna.actor.world.pos.z; innerPetalPosRot->rot.x = this->dyna.actor.shape.rot.x; innerPetalPosRot->rot.y = angle - 0x4000; - innerPetalPosRot->rot.z = this->dyna.actor.shape.rot.z + this->petalZRotation; + innerPetalPosRot->rot.z = this->dyna.actor.shape.rot.z + this->petalRotZ; outerPetalPosRot->pos.x = (Math_SinS(angle) * outerPetalPosScale) + this->dyna.actor.world.pos.x; outerPetalPosRot->pos.y = outerPetalYPos; outerPetalPosRot->pos.z = (Math_CosS(angle) * outerPetalPosScale) + this->dyna.actor.world.pos.z; outerPetalPosRot->rot.x = innerPetalPosRot->rot.x; outerPetalPosRot->rot.y = innerPetalPosRot->rot.y; - outerPetalPosRot->rot.z = innerPetalPosRot->rot.z + this->outerPetalZRotation; + outerPetalPosRot->rot.z = innerPetalPosRot->rot.z + this->outerPetalRotZ; } } @@ -130,10 +130,10 @@ void BgNumaHana_UpdatePetalPosRots(BgNumaHana* this) { * as if they are "settling" into place. This function is responsible * for computing the extra rotation for this "settling". */ -void BgNumaHana_UpdateSettleRotation(s16* settleZRotation, s16* settleAngle, f32* settleScale, f32 scaleStep) { +void BgNumaHana_UpdateSettleRotation(s16* settleRotZ, s16* settleAngle, f32* settleScale, f32 scaleStep) { *settleAngle += 0x32C8; Math_StepToF(settleScale, 0.0f, scaleStep); - *settleZRotation += (s16)(Math_SinS(*settleAngle) * *settleScale); + *settleRotZ += (s16)(Math_SinS(*settleAngle) * *settleScale); } void BgNumaHana_Init(Actor* thisx, PlayState* play) { @@ -164,15 +164,15 @@ void BgNumaHana_Init(Actor* thisx, PlayState* play) { if (CHECK_WEEKEVENTREG(WEEKEVENTREG_12_01)) { DynaPoly_DisableCollision(play, &play->colCtx.dyna, this->dyna.bgId); - this->petalZRotation = 0x2000; - this->innerPetalZRotation = 0x2000; - this->innerPetalZRotationalVelocity = 0; - this->settleZRotation = 0; + this->petalRotZ = 0x2000; + this->innerPetalRotZ = 0x2000; + this->innerPetalAngularVelocityZ = 0; + this->settleRotZ = 0; this->settleAngle = 0; this->settleScale = 0.0f; - this->outerPetalZRotation = -0x4000; - this->outerPetalZRotationalVelocity = 0; - this->flowerRotationalVelocity = 0x147; + this->outerPetalRotZ = -0x4000; + this->outerPetalAngularVelocityZ = 0; + this->flowerAngularVelocity = 0x147; this->dyna.actor.world.pos.y = this->dyna.actor.home.pos.y + 210.0f; FireObj_SetState2(&this->fire, 0.05f, FIRE_STATE_FULLY_LIT); @@ -238,13 +238,13 @@ void BgNumaHana_SetupUnfoldInnerPetals(BgNumaHana* this) { * parts of the petals that are closest to the stalk. */ void BgNumaHana_UnfoldInnerPetals(BgNumaHana* this, PlayState* play) { - Math_StepToS(&this->innerPetalZRotationalVelocity, 240, 14); - if (Math_ScaledStepToS(&this->innerPetalZRotation, 0x2000, this->innerPetalZRotationalVelocity)) { + Math_StepToS(&this->innerPetalAngularVelocityZ, 240, 14); + if (Math_ScaledStepToS(&this->innerPetalRotZ, 0x2000, this->innerPetalAngularVelocityZ)) { if (this->transitionTimer >= 11) { BgNumaHana_SetupUnfoldOuterPetals(this); } else { if (this->transitionTimer <= 0) { - this->settleZRotation = 0; + this->settleRotZ = 0; this->settleAngle = 0; this->settleScale = 420.0f; Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_FLOWERPETAL_STOP); @@ -255,8 +255,8 @@ void BgNumaHana_UnfoldInnerPetals(BgNumaHana* this, PlayState* play) { Actor_PlaySfx_Flagged(&this->dyna.actor, NA_SE_EV_FLOWERPETAL_MOVE - SFX_FLAG); } - BgNumaHana_UpdateSettleRotation(&this->settleZRotation, &this->settleAngle, &this->settleScale, 20.0f); - this->petalZRotation = this->innerPetalZRotation + this->settleZRotation; + BgNumaHana_UpdateSettleRotation(&this->settleRotZ, &this->settleAngle, &this->settleScale, 20.0f); + this->petalRotZ = this->innerPetalRotZ + this->settleRotZ; BgNumaHana_UpdatePetalPosRots(this); } @@ -270,13 +270,13 @@ void BgNumaHana_SetupUnfoldOuterPetals(BgNumaHana* this) { * parts of the petals that are furthest to the stalk. */ void BgNumaHana_UnfoldOuterPetals(BgNumaHana* this, PlayState* play) { - Math_StepToS(&this->outerPetalZRotationalVelocity, 240, 14); - if (Math_ScaledStepToS(&this->outerPetalZRotation, -0x4000, this->outerPetalZRotationalVelocity)) { + Math_StepToS(&this->outerPetalAngularVelocityZ, 240, 14); + if (Math_ScaledStepToS(&this->outerPetalRotZ, -0x4000, this->outerPetalAngularVelocityZ)) { if (this->transitionTimer >= 11) { BgNumaHana_SetupRaiseFlower(this); } else { if (this->transitionTimer <= 0) { - this->settleZRotation = 0; + this->settleRotZ = 0; this->settleAngle = 0x5120; this->settleScale = 130.0f; Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_FLOWERPETAL_STOP); @@ -287,8 +287,8 @@ void BgNumaHana_UnfoldOuterPetals(BgNumaHana* this, PlayState* play) { Actor_PlaySfx_Flagged(&this->dyna.actor, NA_SE_EV_FLOWERPETAL_MOVE - SFX_FLAG); } - BgNumaHana_UpdateSettleRotation(&this->settleZRotation, &this->settleAngle, &this->settleScale, 7.0f); - this->petalZRotation = this->innerPetalZRotation + this->settleZRotation; + BgNumaHana_UpdateSettleRotation(&this->settleRotZ, &this->settleAngle, &this->settleScale, 7.0f); + this->petalRotZ = this->innerPetalRotZ + this->settleRotZ; BgNumaHana_UpdatePetalPosRots(this); } @@ -303,10 +303,10 @@ void BgNumaHana_RaiseFlower(BgNumaHana* this, PlayState* play) { s32 pad; DynaPolyActor* child; - BgNumaHana_UpdateSettleRotation(&this->settleZRotation, &this->settleAngle, &this->settleScale, 10.0f); - this->petalZRotation = this->innerPetalZRotation + this->settleZRotation; - Math_StepToS(&this->flowerRotationalVelocity, 0x111, 0xA); - this->dyna.actor.shape.rot.y += this->flowerRotationalVelocity; + BgNumaHana_UpdateSettleRotation(&this->settleRotZ, &this->settleAngle, &this->settleScale, 10.0f); + this->petalRotZ = this->innerPetalRotZ + this->settleRotZ; + Math_StepToS(&this->flowerAngularVelocity, 0x111, 0xA); + this->dyna.actor.shape.rot.y += this->flowerAngularVelocity; Math_StepToF(&this->dyna.actor.velocity.y, 3.0f, 0.3f); if (Math_StepToF(&this->dyna.actor.world.pos.y, this->dyna.actor.home.pos.y + 210.0f, @@ -317,14 +317,14 @@ void BgNumaHana_RaiseFlower(BgNumaHana* this, PlayState* play) { DynaPoly_EnableCollision(play, &play->colCtx.dyna, child->bgId); DynaPoly_DisableCollision(play, &play->colCtx.dyna, this->dyna.bgId); - this->petalZRotation = 0x2000; - this->innerPetalZRotation = 0x2000; - this->innerPetalZRotationalVelocity = 0; - this->settleZRotation = 0; + this->petalRotZ = 0x2000; + this->innerPetalRotZ = 0x2000; + this->innerPetalAngularVelocityZ = 0; + this->settleRotZ = 0; this->settleAngle = 0; - this->outerPetalZRotation = -0x4000; - this->outerPetalZRotationalVelocity = 0; - this->flowerRotationalVelocity = 0x147; + this->outerPetalRotZ = -0x4000; + this->outerPetalAngularVelocityZ = 0; + this->flowerAngularVelocity = 0x147; this->settleScale = 0.0f; CutsceneManager_Stop(this->dyna.actor.csId); @@ -343,8 +343,8 @@ void BgNumaHana_SetupOpenedIdle(BgNumaHana* this) { * Spins the "opened" flower around the y-axis. */ void BgNumaHana_OpenedIdle(BgNumaHana* this, PlayState* play) { - this->dyna.actor.shape.rot.y += this->flowerRotationalVelocity; - this->petalZRotation = this->innerPetalZRotation + this->settleZRotation; + this->dyna.actor.shape.rot.y += this->flowerAngularVelocity; + this->petalRotZ = this->innerPetalRotZ + this->settleRotZ; BgNumaHana_UpdatePetalPosRots(this); Actor_PlaySfx_Flagged(&this->dyna.actor, NA_SE_EV_FLOWER_ROLLING - SFX_FLAG); } diff --git a/src/overlays/actors/ovl_Bg_Numa_Hana/z_bg_numa_hana.h b/src/overlays/actors/ovl_Bg_Numa_Hana/z_bg_numa_hana.h index d9f4a1ecef..25a6283ebe 100644 --- a/src/overlays/actors/ovl_Bg_Numa_Hana/z_bg_numa_hana.h +++ b/src/overlays/actors/ovl_Bg_Numa_Hana/z_bg_numa_hana.h @@ -29,15 +29,15 @@ typedef struct BgNumaHana { /* 0x234 */ BgNumaHanaActionFunc actionFunc; /* 0x238 */ WoodenFlowerPetalPosRot innerPetalPosRot[6]; /* 0x2B0 */ WoodenFlowerPetalPosRot outerPetalPosRot[6]; - /* 0x328 */ s16 petalZRotation; - /* 0x32A */ s16 innerPetalZRotation; - /* 0x32C */ s16 innerPetalZRotationalVelocity; - /* 0x32E */ s16 settleZRotation; + /* 0x328 */ s16 petalRotZ; + /* 0x32A */ s16 innerPetalRotZ; + /* 0x32C */ s16 innerPetalAngularVelocityZ; + /* 0x32E */ s16 settleRotZ; /* 0x330 */ s16 settleAngle; /* 0x334 */ f32 settleScale; - /* 0x338 */ s16 outerPetalZRotation; - /* 0x33A */ s16 outerPetalZRotationalVelocity; - /* 0x33C */ s16 flowerRotationalVelocity; + /* 0x338 */ s16 outerPetalRotZ; + /* 0x33A */ s16 outerPetalAngularVelocityZ; + /* 0x33C */ s16 flowerAngularVelocity; /* 0x33E */ s16 transitionTimer; } BgNumaHana; // size = 0x340 diff --git a/src/overlays/actors/ovl_En_Grasshopper/z_en_grasshopper.c b/src/overlays/actors/ovl_En_Grasshopper/z_en_grasshopper.c index 461a1969f6..3c0d97d20f 100644 --- a/src/overlays/actors/ovl_En_Grasshopper/z_en_grasshopper.c +++ b/src/overlays/actors/ovl_En_Grasshopper/z_en_grasshopper.c @@ -473,12 +473,12 @@ void EnGrasshopper_Fly(EnGrasshopper* this, PlayState* play) { this->targetRot.z = (this->actor.world.rot.y - this->targetRot.y) * 0.2f; targetSpeed = (this->index * 0.1f) + 4.0f; Math_ApproachF(&this->actor.speed, targetSpeed, 0.4f, 0.7f); - Math_ApproachF(&this->rotationalVelocity, 2000.0f, 1.0f, 50.0f); - Math_SmoothStepToS(&this->actor.world.rot.y, this->targetRot.y, 5, this->rotationalVelocity, 5); + Math_ApproachF(&this->angularVelocity, 2000.0f, 1.0f, 50.0f); + Math_SmoothStepToS(&this->actor.world.rot.y, this->targetRot.y, 5, this->angularVelocity, 5); if (this->timer == 0) { if (Rand_ZeroFloat(1.0f) < 0.3f) { this->waitTimer = Rand_S16Offset(10, 10); - this->rotationalVelocity = 0.0f; + this->angularVelocity = 0.0f; } this->targetRot.y = Math_Atan2S(diffX, diffZ); @@ -606,7 +606,7 @@ void EnGrasshopper_Bounced(EnGrasshopper* this, PlayState* play) { Math_ApproachF(&this->actor.speed, targetSpeed, 0.4f, 0.8f); Math_SmoothStepToS(&this->actor.world.rot.z, this->targetRot.z, 5, 0x3E8, 5); this->targetRot.z *= 0.8f; - Math_SmoothStepToS(&this->actor.world.rot.y, this->targetRot.y, 5, this->rotationalVelocity, 5); + Math_SmoothStepToS(&this->actor.world.rot.y, this->targetRot.y, 5, this->angularVelocity, 5); if (this->timer == 0) { this->collider.elements[0].info.toucherFlags |= (TOUCH_ON | TOUCH_SFX_WOOD); this->timer = 0; diff --git a/src/overlays/actors/ovl_En_Grasshopper/z_en_grasshopper.h b/src/overlays/actors/ovl_En_Grasshopper/z_en_grasshopper.h index 8677bb9f22..cf0e50cbed 100644 --- a/src/overlays/actors/ovl_En_Grasshopper/z_en_grasshopper.h +++ b/src/overlays/actors/ovl_En_Grasshopper/z_en_grasshopper.h @@ -90,7 +90,7 @@ typedef struct EnGrasshopper { /* 0x035C */ s16 bankState; /* 0x035E */ s16 type; /* 0x0360 */ f32 dragonflyScale; - /* 0x0364 */ f32 rotationalVelocity; + /* 0x0364 */ f32 angularVelocity; /* 0x0368 */ f32 endFrame; /* 0x036C */ f32 approachSpeed; /* 0x0370 */ f32 baseFlyHeight; diff --git a/src/overlays/actors/ovl_En_Pp/z_en_pp.c b/src/overlays/actors/ovl_En_Pp/z_en_pp.c index 7d0aae02fc..1c6774b1aa 100644 --- a/src/overlays/actors/ovl_En_Pp/z_en_pp.c +++ b/src/overlays/actors/ovl_En_Pp/z_en_pp.c @@ -556,14 +556,14 @@ void EnPp_Idle(EnPp* this, PlayState* play) { EnPp_ChangeAnim(this, EN_PP_ANIM_WALK); } - if ((this->maskBounceRotationalVelocity < 0x64) && + if ((this->maskBounceAngularVelocity < 0x64) && (fabsf(this->actor.world.rot.y - this->targetRotY) < 100.0f)) { Math_ApproachF(&this->actor.speed, 1.0f, 0.3f, 1.0f); } - Math_SmoothStepToS(&this->actor.world.rot.y, this->targetRotY, 1, - (this->maskBounceRotationalVelocity + 0x258), 0); - Math_SmoothStepToS(&this->maskBounceRotationalVelocity, 0, 1, 0x1F4, 0); + Math_SmoothStepToS(&this->actor.world.rot.y, this->targetRotY, 1, this->maskBounceAngularVelocity + 0x258, + 0); + Math_SmoothStepToS(&this->maskBounceAngularVelocity, 0, 1, 0x1F4, 0); } } } @@ -602,11 +602,10 @@ void EnPp_Charge(EnPp* this, PlayState* play) { this->targetPos.z += distanceFromWorldPos.z; } - Math_SmoothStepToS(&this->actor.world.rot.y, this->targetRotY, 1, (this->maskBounceRotationalVelocity + 0x7D0), - 0); + Math_SmoothStepToS(&this->actor.world.rot.y, this->targetRotY, 1, this->maskBounceAngularVelocity + 0x7D0, 0); } - Math_SmoothStepToS(&this->maskBounceRotationalVelocity, 0, 1, 0x1F4, 0); + Math_SmoothStepToS(&this->maskBounceAngularVelocity, 0, 1, 0x1F4, 0); if (!this->actionVar.isCharging) { Math_ApproachZeroF(&this->actor.speed, 0.5f, 1.0f); if (fabsf(this->actor.world.rot.y - this->targetRotY) < 100.0f) { @@ -985,7 +984,7 @@ void EnPp_SetupDead(EnPp* this, PlayState* play) { this->targetPos.z += deadVelocity.z; } - this->maskBounceRotationalVelocity = this->actionVar.isCharging = 0; + this->maskBounceAngularVelocity = this->actionVar.isCharging = 0; EnPp_ChangeAnim(this, EN_PP_ANIM_DAMAGE); this->timer = 15; if (((this->drawDmgEffType == ACTOR_DRAW_DMGEFF_FROZEN_SFX) || @@ -1165,8 +1164,8 @@ void EnPp_BodyPart_SetupMove(EnPp* this) { this->actor.velocity.y = Rand_ZeroFloat(5.0f) + 13.0f; this->actor.gravity = -2.0f; this->timer = Rand_S16Offset(30, 30); - this->deadBodyPartRotationalVelocity.x = (this->deadBodyPartIndex * 0x2E) + 0xFF00; - this->deadBodyPartRotationalVelocity.z = (this->deadBodyPartIndex * 0x2E) + 0xFF00; + this->deadBodyPartAngularVelocity.x = (this->deadBodyPartIndex * 0x2E) + 0xFF00; + this->deadBodyPartAngularVelocity.z = (this->deadBodyPartIndex * 0x2E) + 0xFF00; if (EN_PP_GET_TYPE(&this->actor) != EN_PP_TYPE_BODY_PART_BODY) { this->actor.speed = Rand_ZeroFloat(4.0f) + 4.0f; this->actor.world.rot.y = ((s32)Rand_CenteredFloat(223.0f) + 0x1999) * this->deadBodyPartIndex; @@ -1198,8 +1197,8 @@ void EnPp_BodyPart_Move(EnPp* this, PlayState* play) { } else { Math_Vec3f_Copy(&this->deadBodyPartsPos[0], &this->deadBodyPartPos); this->deadBodyPartCount = 1; - this->actor.shape.rot.x += this->deadBodyPartRotationalVelocity.x; - this->actor.shape.rot.z += this->deadBodyPartRotationalVelocity.z; + this->actor.shape.rot.x += this->deadBodyPartAngularVelocity.x; + this->actor.shape.rot.z += this->deadBodyPartAngularVelocity.z; } if (WaterBox_GetSurface1(play, &play->colCtx, this->actor.world.pos.x, this->actor.world.pos.z, &waterSurface, @@ -1348,12 +1347,12 @@ void EnPp_UpdateDamage(EnPp* this, PlayState* play) { (this->action == EN_PP_ACTION_ROAR))) { this->secondaryTimer = 0; this->timer = 10; - this->maskBounceRotationalVelocity = 0x20D0; + this->maskBounceAngularVelocity = 0x20D0; this->actor.speed = 0.0f; if (this->action == EN_PP_ACTION_CHARGE) { this->actionVar.isCharging = false; EnPp_ChangeAnim(this, EN_PP_ANIM_TURN_TO_FACE_PLAYER); - this->maskBounceRotationalVelocity = 0x1B58; + this->maskBounceAngularVelocity = 0x1B58; } this->targetRotY = this->actor.yawTowardsPlayer; diff --git a/src/overlays/actors/ovl_En_Pp/z_en_pp.h b/src/overlays/actors/ovl_En_Pp/z_en_pp.h index 2f3c0e7b1d..2f975a68c8 100644 --- a/src/overlays/actors/ovl_En_Pp/z_en_pp.h +++ b/src/overlays/actors/ovl_En_Pp/z_en_pp.h @@ -73,7 +73,7 @@ typedef struct EnPp { s16 hasLandedFromJump; s16 maskDetachState; } actionVar; - /* 0x2D4 */ s16 maskBounceRotationalVelocity; // Controls the speed that the Hiploop rotates to face the player when an attack bounces off the mask. + /* 0x2D4 */ s16 maskBounceAngularVelocity; // Controls the speed that the Hiploop rotates to face the player when an attack bounces off the mask. /* 0x2D6 */ s16 deadBodyPartsSpawnedCount; /* 0x2D8 */ f32 endFrame; /* 0x2DC */ f32 chargeAndBounceSpeed; @@ -88,7 +88,7 @@ typedef struct EnPp { /* 0x364 */ Vec3f deadBodyPartPos; /* 0x370 */ s32 deadBodyPartCount; /* 0x374 */ Vec3f deadBodyPartsPos[EN_PP_DEAD_BODYPART_MAX]; - /* 0x3EC */ Vec3s deadBodyPartRotationalVelocity; + /* 0x3EC */ Vec3s deadBodyPartAngularVelocity; /* 0x3F2 */ s16 drawDmgEffTimer; /* 0x3F4 */ s16 drawDmgEffType; /* 0x3F8 */ f32 drawDmgEffScale; diff --git a/src/overlays/actors/ovl_En_Rd/z_en_rd.c b/src/overlays/actors/ovl_En_Rd/z_en_rd.c index 0cf7ec7338..1cd0a7861a 100644 --- a/src/overlays/actors/ovl_En_Rd/z_en_rd.c +++ b/src/overlays/actors/ovl_En_Rd/z_en_rd.c @@ -523,7 +523,7 @@ void EnRd_SetupPirouette(EnRd* this) { Animation_MorphToLoop(&this->skelAnime, &gGibdoRedeadPirouetteAnim, -6.0f); this->action = EN_RD_ACTION_PIROUETTE; this->animationJudderTimer = (Rand_ZeroOne() * 10.0f) + 5.0f; - this->pirouetteRotationalVelocity = 0x1112; + this->pirouetteAngularVelocity = 0x1112; this->actor.speed = 0.0f; this->actor.world.rot.y = this->actor.shape.rot.y; this->actionFunc = EnRd_Pirouette; @@ -562,12 +562,12 @@ void EnRd_Pirouette(EnRd* this, PlayState* play) { } if (Animation_OnFrame(&this->skelAnime, this->skelAnime.endFrame)) { - this->pirouetteRotationalVelocity = 0x1112; + this->pirouetteAngularVelocity = 0x1112; } else if (Animation_OnFrame(&this->skelAnime, 15.0f)) { - this->pirouetteRotationalVelocity = 0x199A; + this->pirouetteAngularVelocity = 0x199A; } - this->actor.world.rot.y -= this->pirouetteRotationalVelocity; + this->actor.world.rot.y -= this->pirouetteAngularVelocity; this->actor.shape.rot.y = this->actor.world.rot.y; } @@ -577,13 +577,13 @@ void EnRd_EndPirouetteWhenPlayerIsClose(EnRd* this, PlayState* play) { Actor_PlaySfx(&this->actor, NA_SE_EN_REDEAD_CRY); } - this->actor.world.rot.y -= this->pirouetteRotationalVelocity; + this->actor.world.rot.y -= this->pirouetteAngularVelocity; this->actor.shape.rot.y = this->actor.world.rot.y; - this->pirouetteRotationalVelocity -= 0x64; - if ((this->pirouetteRotationalVelocity < 0x834) && (this->pirouetteRotationalVelocity >= 0x7D0)) { + this->pirouetteAngularVelocity -= 0x64; + if ((this->pirouetteAngularVelocity < 0x834) && (this->pirouetteAngularVelocity >= 0x7D0)) { Animation_Change(&this->skelAnime, &gGibdoRedeadLookBackAnim, 0.0f, 0.0f, 19.0f, ANIMMODE_ONCE, -10.0f); - } else if (this->pirouetteRotationalVelocity < 0x3E8) { + } else if (this->pirouetteAngularVelocity < 0x3E8) { if ((EN_RD_GET_TYPE(&this->actor) != EN_RD_TYPE_CRYING) && (!this->isMourning)) { EnRd_SetupAttemptPlayerFreeze(this); } else { diff --git a/src/overlays/actors/ovl_En_Rd/z_en_rd.h b/src/overlays/actors/ovl_En_Rd/z_en_rd.h index 927fbf48be..578515a285 100644 --- a/src/overlays/actors/ovl_En_Rd/z_en_rd.h +++ b/src/overlays/actors/ovl_En_Rd/z_en_rd.h @@ -76,7 +76,7 @@ typedef struct EnRd { /* 0x3E2 */ UNK_TYPE1 unk3E2[0x2]; /* 0x3E4 */ union { s16 danceEndTimer; - s16 pirouetteRotationalVelocity; + s16 pirouetteAngularVelocity; }; /* 0x3E6 */ s16 drawDmgEffTimer; /* 0x3E8 */ u8 drawDmgEffType; diff --git a/src/overlays/actors/ovl_En_Snowman/z_en_snowman.c b/src/overlays/actors/ovl_En_Snowman/z_en_snowman.c index f030885b1e..f1be3d5f45 100644 --- a/src/overlays/actors/ovl_En_Snowman/z_en_snowman.c +++ b/src/overlays/actors/ovl_En_Snowman/z_en_snowman.c @@ -692,11 +692,11 @@ void EnSnowman_SetupDamaged(EnSnowman* this) { * Otherwise, it will either submerge underground (if it has health remaining) or die. */ void EnSnowman_Damaged(EnSnowman* this, PlayState* play) { - s32 rotationalVelocityScale; + s32 angularVelocityScale; SkelAnime_Update(&this->skelAnime); - rotationalVelocityScale = CLAMP_MAX(this->work.timer, 10); - this->actor.shape.rot.y += rotationalVelocityScale * 0x300; + angularVelocityScale = CLAMP_MAX(this->work.timer, 10); + this->actor.shape.rot.y += angularVelocityScale * 0x300; Math_StepToF(&this->actor.speed, 0.0f, 0.5f); if (EN_SNOWMAN_GET_TYPE(&this->actor) == EN_SNOWMAN_TYPE_LARGE) { diff --git a/src/overlays/actors/ovl_En_Tanron5/z_en_tanron5.c b/src/overlays/actors/ovl_En_Tanron5/z_en_tanron5.c index 38e1ba8c66..3f8442dadc 100644 --- a/src/overlays/actors/ovl_En_Tanron5/z_en_tanron5.c +++ b/src/overlays/actors/ovl_En_Tanron5/z_en_tanron5.c @@ -224,10 +224,10 @@ void EnTanron5_Init(Actor* thisx, PlayState* play) { return; } - // fragmentRotationalVelocityX is in a union with itemDropRotZ, so for item drops, this code + // fragmentAngularVelocityX is in a union with itemDropRotZ, so for item drops, this code // will initialize its z-rotation to a random value. - this->fragmentRotationalVelocityX = Rand_CenteredFloat(0x2000); - this->fragmentRotationalVelocityY = Rand_CenteredFloat(0x2000); + this->fragmentAngularVelocityX = Rand_CenteredFloat(0x2000); + this->fragmentAngularVelocityY = Rand_CenteredFloat(0x2000); if (TWINMOLD_PROP_GET_TYPE(&this->actor) <= TWINMOLD_PROP_TYPE_FRAGMENT_LARGE_7) { Actor_SetScale(&this->actor, (Rand_ZeroFloat(0.025f) + 0.085f) * sGiantModeScaleFactor); @@ -538,8 +538,8 @@ void EnTanron5_RuinFragmentItemDrop_Update(Actor* thisx, PlayState* play2) { } if (TWINMOLD_PROP_GET_TYPE(&this->actor) < TWINMOLD_PROP_TYPE_ITEM_DROP_1) { - this->actor.shape.rot.x += this->fragmentRotationalVelocityX; - this->actor.shape.rot.y += this->fragmentRotationalVelocityY; + this->actor.shape.rot.x += this->fragmentAngularVelocityX; + this->actor.shape.rot.y += this->fragmentAngularVelocityY; interactionDistSq = SQ(35.0f); if (this->actor.bgCheckFlags & BGCHECKFLAG_GROUND) { diff --git a/src/overlays/actors/ovl_En_Tanron5/z_en_tanron5.h b/src/overlays/actors/ovl_En_Tanron5/z_en_tanron5.h index 9f8c9b6760..dddc205e7a 100644 --- a/src/overlays/actors/ovl_En_Tanron5/z_en_tanron5.h +++ b/src/overlays/actors/ovl_En_Tanron5/z_en_tanron5.h @@ -50,10 +50,10 @@ typedef struct EnTanron5 { /* 0x148 */ Gfx* dList; /* 0x14C */ ColliderCylinder collider; /* 0x198 */ union { - s16 fragmentRotationalVelocityX; + s16 fragmentAngularVelocityX; s16 itemDropRotZ; }; - /* 0x19A */ s16 fragmentRotationalVelocityY; + /* 0x19A */ s16 fragmentAngularVelocityY; /* 0x19C */ f32 baseScale; /* 0x1A0 */ union { u8 hitCount; // used by destructible ruins diff --git a/src/overlays/actors/ovl_En_Wiz/z_en_wiz.c b/src/overlays/actors/ovl_En_Wiz/z_en_wiz.c index 2d7d12782b..226382f8da 100644 --- a/src/overlays/actors/ovl_En_Wiz/z_en_wiz.c +++ b/src/overlays/actors/ovl_En_Wiz/z_en_wiz.c @@ -498,7 +498,7 @@ void EnWiz_HandleIntroCutscene(EnWiz* this, PlayState* play) { case EN_WIZ_INTRO_CS_WAIT_BEFORE_RUN: if (this->introCutsceneTimer == 0) { EnWiz_ChangeAnim(this, EN_WIZ_ANIM_RUN, false); - this->rotationalVelocity = 0; + this->angularVelocity = 0; this->introCutsceneTimer = 34; this->introCutsceneState++; } @@ -510,8 +510,8 @@ void EnWiz_HandleIntroCutscene(EnWiz* this, PlayState* play) { this->animLoopCounter = this->introCutsceneCameraAngle = 0; this->introCutsceneState = EN_WIZ_INTRO_CS_DISAPPEAR; } else { - Math_SmoothStepToS(&this->rotationalVelocity, 0x1388, 0x64, 0x3E8, 0x3E8); - this->actor.world.rot.y += this->rotationalVelocity; + Math_SmoothStepToS(&this->angularVelocity, 0x1388, 0x64, 0x3E8, 0x3E8); + this->actor.world.rot.y += this->angularVelocity; } Math_Vec3f_Copy(&eyeNext, &this->actor.world.pos); @@ -784,7 +784,7 @@ void EnWiz_Appear(EnWiz* this, PlayState* play) { void EnWiz_SetupDance(EnWiz* this) { EnWiz_ChangeAnim(this, EN_WIZ_ANIM_DANCE, false); Math_ApproachF(&this->scale, 0.015f, 0.05f, 0.001f); - this->rotationalVelocity = 0; + this->angularVelocity = 0; this->animLoopCounter = 0; this->action = EN_WIZ_ACTION_DANCE; if (this->fightState >= EN_WIZ_FIGHT_STATE_SECOND_PHASE_GHOSTS_COPY_WIZROBE) { @@ -808,16 +808,16 @@ void EnWiz_Dance(EnWiz* this, PlayState* play) { Math_SmoothStepToS(&this->alpha, 255, 1, 5, 0); Math_ApproachF(&this->scale, 0.015f, 0.05f, 0.001f); Actor_PlaySfx(&this->actor, NA_SE_EN_WIZ_RUN - SFX_FLAG); - this->actor.world.rot.y += this->rotationalVelocity; + this->actor.world.rot.y += this->angularVelocity; if (this->fightState >= EN_WIZ_FIGHT_STATE_SECOND_PHASE_GHOSTS_RUN_AROUND) { EnWiz_MoveGhosts(this); } else { for (i = 0; i < this->platformCount; i++) { - this->ghostRot[i].y += this->rotationalVelocity; + this->ghostRot[i].y += this->angularVelocity; } } - Math_SmoothStepToS(&this->rotationalVelocity, 0x1388, 0x64, 0x3E8, 0x3E8); + Math_SmoothStepToS(&this->angularVelocity, 0x1388, 0x64, 0x3E8, 0x3E8); Math_SmoothStepToS(&this->platformLightAlpha, this->targetPlatformLightAlpha, 20, 50, 10); if (this->endFrame <= curFrame) { if (this->animLoopCounter < 10) { @@ -997,20 +997,20 @@ void EnWiz_Attack(EnWiz* this, PlayState* play) { void EnWiz_SetupDisappear(EnWiz* this) { if (this->action != EN_WIZ_ACTION_DAMAGED) { - this->rotationalVelocity = 0x2710; + this->angularVelocity = 0x2710; this->timer = 0; EnWiz_ChangeAnim(this, EN_WIZ_ANIM_IDLE, false); this->action = EN_WIZ_ACTION_DISAPPEAR; } else { - this->rotationalVelocity = 0x2710; - this->actor.world.rot.y += this->rotationalVelocity; + this->angularVelocity = 0x2710; + this->actor.world.rot.y += this->angularVelocity; } this->targetPlatformLightAlpha = 0; this->actor.flags |= ACTOR_FLAG_CANT_LOCK_ON; Actor_PlaySfx(&this->actor, NA_SE_EN_WIZ_DISAPPEAR); - Math_SmoothStepToS(&this->rotationalVelocity, 0x1388, 0x64, 0x3E8, 0x3E8); - this->actor.world.rot.y += this->rotationalVelocity; + Math_SmoothStepToS(&this->angularVelocity, 0x1388, 0x64, 0x3E8, 0x3E8); + this->actor.world.rot.y += this->angularVelocity; this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; this->actionFunc = EnWiz_Disappear; } @@ -1022,8 +1022,8 @@ void EnWiz_SetupDisappear(EnWiz* this) { void EnWiz_Disappear(EnWiz* this, PlayState* play) { s32 i; - Math_SmoothStepToS(&this->rotationalVelocity, 0, 0xA, 0xBB8, 0x14); - this->actor.world.rot.y += this->rotationalVelocity; + Math_SmoothStepToS(&this->angularVelocity, 0, 0xA, 0xBB8, 0x14); + this->actor.world.rot.y += this->angularVelocity; if ((this->fightState == EN_WIZ_FIGHT_STATE_FIRST_PHASE) || (this->action == EN_WIZ_ACTION_DAMAGED)) { Math_ApproachZeroF(&this->scale, 0.3f, 0.01f); Math_SmoothStepToS(&this->platformLightAlpha, this->targetPlatformLightAlpha, 5, 50, 0); @@ -1031,7 +1031,7 @@ void EnWiz_Disappear(EnWiz* this, PlayState* play) { Math_ApproachZeroF(&this->scale, 0.3f, 0.001f); Math_SmoothStepToS(&this->platformLightAlpha, this->targetPlatformLightAlpha, 10, 50, 0); for (i = 0; i < this->platformCount; i++) { - this->ghostRot[i].y += this->rotationalVelocity; + this->ghostRot[i].y += this->angularVelocity; } } @@ -1079,9 +1079,9 @@ void EnWiz_SetupDamaged(EnWiz* this, PlayState* play) { this->timer = 0; } - this->rotationalVelocity = 0x4E20; + this->angularVelocity = 0x4E20; if ((this->drawDmgEffTimer != 0) && (this->drawDmgEffType == ACTOR_DRAW_DMGEFF_FROZEN_SFX)) { - this->rotationalVelocity = 0; + this->angularVelocity = 0; this->timer = 0; } @@ -1100,7 +1100,7 @@ void EnWiz_Damaged(EnWiz* this, PlayState* play) { Actor_SpawnIceEffects(play, &this->actor, this->bodyPartsPos, EN_WIZ_BODYPART_MAX, 2, 1.0f, 0.7f); this->drawDmgEffTimer = 0; this->drawDmgEffType = ACTOR_DRAW_DMGEFF_FIRE; - this->rotationalVelocity = 0x4E20; + this->angularVelocity = 0x4E20; this->actor.velocity.y = 30.0f; this->actor.gravity = -3.0f; } @@ -1118,10 +1118,10 @@ void EnWiz_Damaged(EnWiz* this, PlayState* play) { this->isDead = true; } - this->actor.world.rot.y += this->rotationalVelocity; - Math_SmoothStepToS(&this->rotationalVelocity, 0, 0xA, 0xBB8, 0x14); + this->actor.world.rot.y += this->angularVelocity; + Math_SmoothStepToS(&this->angularVelocity, 0, 0xA, 0xBB8, 0x14); for (i = 0; i < this->platformCount; i++) { - this->ghostRot[i].y += this->rotationalVelocity; + this->ghostRot[i].y += this->angularVelocity; } //! @bug: When the Wizrobe is defeated, it is launched into the air by the code above, and the @@ -1173,7 +1173,7 @@ void EnWiz_Damaged(EnWiz* this, PlayState* play) { void EnWiz_SetupDead(EnWiz* this) { EnWiz_ChangeAnim(this, EN_WIZ_ANIM_DAMAGE, false); - this->rotationalVelocity = 0x2710; + this->angularVelocity = 0x2710; this->action = EN_WIZ_ACTION_DEAD; this->timer = 0; this->actionFunc = EnWiz_Dead; @@ -1186,9 +1186,9 @@ void EnWiz_SetupDead(EnWiz* this) { void EnWiz_Dead(EnWiz* this, PlayState* play) { s32 i; - this->actor.world.rot.y += this->rotationalVelocity; - Math_SmoothStepToS(&this->rotationalVelocity, 0, 0xA, 0xBB8, 0x14); - if (this->rotationalVelocity < 0x1E) { + this->actor.world.rot.y += this->angularVelocity; + Math_SmoothStepToS(&this->angularVelocity, 0, 0xA, 0xBB8, 0x14); + if (this->angularVelocity < 0x1E) { Math_SmoothStepToS(&this->alpha, 0, 10, 30, 20); for (i = 0; i < this->platformCount; i++) { Math_SmoothStepToS(&this->ghostAlpha[i], 0, 10, 30, 20); diff --git a/src/overlays/actors/ovl_En_Wiz/z_en_wiz.h b/src/overlays/actors/ovl_En_Wiz/z_en_wiz.h index 80c8be2084..c0f1c7cfba 100644 --- a/src/overlays/actors/ovl_En_Wiz/z_en_wiz.h +++ b/src/overlays/actors/ovl_En_Wiz/z_en_wiz.h @@ -50,7 +50,7 @@ typedef struct EnWiz { /* 0x3BA */ s16 hasActiveProjectile; /* 0x3BC */ s16 hasRunToEveryPlatform; // used for the second phase cutscene to make sure the Wizrobe visits every platform /* 0x3BE */ s16 unk_3BE; // unused, inferred from surrounding members - /* 0x3C0 */ s16 rotationalVelocity; + /* 0x3C0 */ s16 angularVelocity; /* 0x3C2 */ s16 alpha; /* 0x3C4 */ s16 platformLightAlpha; /* 0x3C6 */ s16 targetPlatformLightAlpha; diff --git a/src/overlays/actors/ovl_Obj_Tokeidai/z_obj_tokeidai.c b/src/overlays/actors/ovl_Obj_Tokeidai/z_obj_tokeidai.c index 73cefa0f20..70a4e7022e 100644 --- a/src/overlays/actors/ovl_Obj_Tokeidai/z_obj_tokeidai.c +++ b/src/overlays/actors/ovl_Obj_Tokeidai/z_obj_tokeidai.c @@ -99,7 +99,7 @@ void ObjTokeidai_SetupClockOrExteriorGear(ObjTokeidai* this) { this->clockMinute = currentClockMinute; this->minuteRingOrExteriorGearRotation = GET_MINUTE_RING_OR_EXTERIOR_GEAR_ROTATION(currentClockMinute); - this->minuteRingOrExteriorGearRotationalVelocity = 0x3C; + this->minuteRingOrExteriorGearAngularVelocity = 0x3C; this->minuteRingOrExteriorGearRotationTimer = 0; } @@ -110,9 +110,9 @@ void ObjTokeidai_Clock_Init(ObjTokeidai* this) { currentClockHour = GET_CURRENT_CLOCK_HOUR(this); this->clockHour = currentClockHour; this->clockFaceRotation = GET_CLOCK_FACE_ROTATION(currentClockHour); - this->clockFaceRotationalVelocity = 0; + this->clockFaceAngularVelocity = 0; this->clockFaceRotationTimer = 0; - this->sunMoonPanelRotationalVelocity = 0; + this->sunMoonPanelAngularVelocity = 0; this->sunMoonPanelRotation = ObjTokeidai_GetTargetSunMoonPanelRotation(); } @@ -294,8 +294,8 @@ void ObjTokeidai_RotateOnMinuteChange(ObjTokeidai* this, s32 playSfx) { if (this->minuteRingOrExteriorGearRotationTimer > 8) { // This actually performs the rotation to the next minute // for the minute ring or exterior gear. - this->minuteRingOrExteriorGearRotationalVelocity += 0x3C; - this->minuteRingOrExteriorGearRotation += this->minuteRingOrExteriorGearRotationalVelocity; + this->minuteRingOrExteriorGearAngularVelocity += 0x3C; + this->minuteRingOrExteriorGearRotation += this->minuteRingOrExteriorGearAngularVelocity; } else { // This makes the minute ring or exterior gear wiggle in place for a bit // before rotating to the next position. @@ -314,7 +314,7 @@ void ObjTokeidai_RotateOnMinuteChange(ObjTokeidai* this, s32 playSfx) { this->minuteRingOrExteriorGearRotation > GET_MINUTE_RING_OR_EXTERIOR_GEAR_ROTATION(currentClockMinute))) { this->minuteRingOrExteriorGearRotation = GET_MINUTE_RING_OR_EXTERIOR_GEAR_ROTATION(currentClockMinute); this->clockMinute = currentClockMinute; - this->minuteRingOrExteriorGearRotationalVelocity = 0x5A; + this->minuteRingOrExteriorGearAngularVelocity = 0x5A; this->minuteRingOrExteriorGearRotationTimer = 0; } } @@ -347,9 +347,9 @@ void ObjTokeidai_ExteriorGear_OpenedIdle(ObjTokeidai* this, PlayState* play) { * tower's clock slide off the tower and spin through the air when the moon crashes. */ void ObjTokeidai_TowerClock_Fall(ObjTokeidai* this, PlayState* play) { - this->actor.shape.rot.x += this->fallingClockFaceRotationalVelocity; - if (this->fallingClockFaceRotationalVelocity > 0xA0) { - this->fallingClockFaceRotationalVelocity -= 5; + this->actor.shape.rot.x += this->fallingClockFaceAngularVelocity; + if (this->fallingClockFaceAngularVelocity > 0xA0) { + this->fallingClockFaceAngularVelocity -= 5; } this->actor.world.pos.z += 4.0f; @@ -377,15 +377,15 @@ void ObjTokeidai_TowerClock_SlideOff(ObjTokeidai* this, PlayState* play) { if (this->aerialClockFaceSpeed < 0x80) { thisx->shape.rot.x = this->slidingClockFaceAngle - 0x4000; - this->fallingClockFaceRotationalVelocity = 0x28; + this->fallingClockFaceAngularVelocity = 0x28; } else { if (thisx->shape.rot.x < -0x1000) { - thisx->shape.rot.x += this->fallingClockFaceRotationalVelocity; - if (this->fallingClockFaceRotationalVelocity < 0x1E0) { - this->fallingClockFaceRotationalVelocity += 0xA; + thisx->shape.rot.x += this->fallingClockFaceAngularVelocity; + if (this->fallingClockFaceAngularVelocity < 0x1E0) { + this->fallingClockFaceAngularVelocity += 0xA; } } else { - thisx->shape.rot.x += this->fallingClockFaceRotationalVelocity; + thisx->shape.rot.x += this->fallingClockFaceAngularVelocity; this->actionFunc = ObjTokeidai_TowerClock_Fall; thisx->terminalVelocity = -7.5f; thisx->gravity = -0.75f; @@ -496,9 +496,9 @@ void ObjTokeidai_TowerOpening_Wait(ObjTokeidai* this, PlayState* play) { } void ObjTokeidai_TowerOpening_DropCounterweight(ObjTokeidai* this, PlayState* play) { - this->xRotation += this->counterweightRotationalVelocity; + this->xRotation += this->counterweightAngularVelocity; if (this->xRotation < 0x4000) { - this->counterweightRotationalVelocity += this->counterweightRotationalAcceleration; + this->counterweightAngularVelocity += this->counterweightRotationalAcceleration; return; } @@ -522,14 +522,14 @@ void ObjTokeidai_TowerOpening_DropCounterweight(ObjTokeidai* this, PlayState* pl } this->boundCount++; - if (this->counterweightRotationalVelocity > 0x190) { + if (this->counterweightAngularVelocity > 0x190) { // This condition is met for the first bound, causing the counterweight // to rebound upwards quickly. - this->counterweightRotationalVelocity = -0xC8; - } else if (this->counterweightRotationalVelocity > 0x32) { + this->counterweightAngularVelocity = -0xC8; + } else if (this->counterweightAngularVelocity > 0x32) { // This condition is met for the second bound, causing the counterweight // to rebound upwards slowly. - this->counterweightRotationalVelocity = -(this->counterweightRotationalVelocity >> 1); + this->counterweightAngularVelocity = -(this->counterweightAngularVelocity >> 1); } else { // This condition is met for the third bound, causing the counterweight // to stop moving. @@ -561,7 +561,7 @@ void ObjTokeidai_TowerOpening_FinishRaise(ObjTokeidai* this, PlayState* play) { } this->yTranslation = 3400; this->actionFunc = ObjTokeidai_TowerOpening_DropCounterweight; - this->counterweightRotationalVelocity = 0; + this->counterweightAngularVelocity = 0; this->counterweightRotationalAcceleration = 0xA; this->boundCount = 0; } @@ -604,7 +604,7 @@ void ObjTokeidai_TowerOpening_Start(ObjTokeidai* this, PlayState* play) { */ void ObjTokeidai_SetupTowerOpening(ObjTokeidai* this) { this->actionFunc = ObjTokeidai_TowerOpening_Start; - this->clockFaceRotationalVelocity = 0; + this->clockFaceAngularVelocity = 0; this->clockFaceRotationTimer = 0; this->yTranslation = 0; this->xRotation = 0; @@ -641,8 +641,8 @@ void ObjTokeidai_RotateOnHourChange(ObjTokeidai* this, PlayState* play) { if (this->clockFaceRotationTimer > 12) { // This actually performs the rotation to the next hour // for the clock face. - this->clockFaceRotationalVelocity += 0xA; - this->clockFaceRotation += this->clockFaceRotationalVelocity; + this->clockFaceAngularVelocity += 0xA; + this->clockFaceRotation += this->clockFaceAngularVelocity; } else { // This makes the clock face wiggle in place for a bit // before rotating to the next position. @@ -660,7 +660,7 @@ void ObjTokeidai_RotateOnHourChange(ObjTokeidai* this, PlayState* play) { ((currentClockHour != 12) && (this->clockFaceRotation > GET_CLOCK_FACE_ROTATION(currentClockHour)))) { this->clockFaceRotation = GET_CLOCK_FACE_ROTATION(currentClockHour); this->clockHour = currentClockHour; - this->clockFaceRotationalVelocity = 0; + this->clockFaceAngularVelocity = 0; this->clockFaceRotationTimer = 0; } } @@ -669,19 +669,19 @@ void ObjTokeidai_RotateOnHourChange(ObjTokeidai* this, PlayState* play) { // just changed), rotate it until it matches the target. if (this->sunMoonPanelRotation != ObjTokeidai_GetTargetSunMoonPanelRotation()) { if (this->clockHour == 6) { - this->sunMoonPanelRotationalVelocity += 0x222; - this->sunMoonPanelRotation += this->sunMoonPanelRotationalVelocity; + this->sunMoonPanelAngularVelocity += 0x222; + this->sunMoonPanelRotation += this->sunMoonPanelAngularVelocity; if (this->sunMoonPanelRotation > 0x10000) { this->sunMoonPanelRotation = ObjTokeidai_GetTargetSunMoonPanelRotation(); - this->sunMoonPanelRotationalVelocity = 0; + this->sunMoonPanelAngularVelocity = 0; } } if (this->clockHour == 18) { - this->sunMoonPanelRotationalVelocity += 0x222; - this->sunMoonPanelRotation += this->sunMoonPanelRotationalVelocity; + this->sunMoonPanelAngularVelocity += 0x222; + this->sunMoonPanelRotation += this->sunMoonPanelAngularVelocity; if (this->sunMoonPanelRotation > 0x8000) { this->sunMoonPanelRotation = ObjTokeidai_GetTargetSunMoonPanelRotation(); - this->sunMoonPanelRotationalVelocity = 0; + this->sunMoonPanelAngularVelocity = 0; } } } diff --git a/src/overlays/actors/ovl_Obj_Tokeidai/z_obj_tokeidai.h b/src/overlays/actors/ovl_Obj_Tokeidai/z_obj_tokeidai.h index 43f424ceba..0ccf844255 100644 --- a/src/overlays/actors/ovl_Obj_Tokeidai/z_obj_tokeidai.h +++ b/src/overlays/actors/ovl_Obj_Tokeidai/z_obj_tokeidai.h @@ -28,13 +28,13 @@ typedef struct ObjTokeidai { /* 0x144 */ Gfx* opaDList; /* 0x148 */ Gfx* xluDList; /* 0x14C */ s16 minuteRingOrExteriorGearRotation; - /* 0x14E */ s16 minuteRingOrExteriorGearRotationalVelocity; + /* 0x14E */ s16 minuteRingOrExteriorGearAngularVelocity; /* 0x150 */ s16 minuteRingOrExteriorGearRotationTimer; /* 0x152 */ s16 clockFaceRotation; /* 0x154 */ union { - s16 clockFaceRotationalVelocity; + s16 clockFaceAngularVelocity; s16 settleTimer; - s16 counterweightRotationalVelocity; + s16 counterweightAngularVelocity; s16 openingWaitTimer; s16 slidingClockFaceAngle; }; @@ -46,8 +46,8 @@ typedef struct ObjTokeidai { }; /* 0x158 */ s32 sunMoonPanelRotation; /* 0x15C */ union { - s16 sunMoonPanelRotationalVelocity; - s16 fallingClockFaceRotationalVelocity; + s16 sunMoonPanelAngularVelocity; + s16 fallingClockFaceAngularVelocity; }; /* 0x15E */ s16 yTranslation; /* 0x160 */ s16 xRotation;